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**goldenPiGames's "60 Second Solar System Survival" Progress Update #2 2020-06-18**


Play: https://goldenpigames.github.io/60SSSS/
Code: https://github.com/goldenPiGames/60SSSS
> *Originally posted by **[say892](/forums/1021798/topics/1913941?page=1#13411415)**:*
> Let's be honest, if you don't end up with Spaghetti Code at the end of this, have you really done a game jam?
I beg to differ.
Run (arrow keys, D-pad, or left analog stick) and jump (A) around a clock-planet. Survive for 60 seconds to win and continue, get hit three times or let the Death Hand catch up to you and you have to try again.
There are two planets: one where you have to outrun the Death Hand, and one where you have to dodge meteors.
Accomplished:
* Add objects other than the player, such as meteors, platforms, hazards
* Add health to player
* Determine collision between two elliptical bodies, such as player and meteor
* Recognize win and lose conditions
* Added another planet
To do:
* HUD to display player health and maybe other things
* Design and add all more planets
* Create transition between planets
* Menu
* decent-looking spritework for planets
* find and add music?
* improve sound effects?
* backgrounds?
* fullscreen?
* mobile controls?
Some things to ask: to what degree can I get help from other people? I'm programming all the levels (and also the entire engine) myself, but could I get help with the spritework?
Also, does anybody know of any royalty-free songs with a liength of 60 seconds and a BPM divisible by 60?
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Update 3:  Still don't have a game yet but I can write obscenities on it which is pretty cool.
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Just a quick text update for me:
Game is going well, and I have gotten the main game loop sorted out. I think if you know 100% of the information what you have to do (which might take 5 tries), you _should_ have about 5 seconds for extra time, just in case you get stuck on a wall or something. Which, unfortunately, I don't think I'm going to be able to smooth out my physics enough, so you may get stuck on a wall if you're holding down 2 directions at once... But I believe it to still be managable. Now all I have left is the bookends of the game, creating a menu screen, and creating the victory screen. Then it'll just be doing some testing to make sure most of the larger bugs are out of the way, add in the good ol' mute button, and get ready to ship! Can't wait to see what everyone else has got, looks like some cool concepts this time around.
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I scrapped most of the stuff I'd done because I was far too ambitious. Now, I pose a simple question: What height can you reach in 60 seconds?
This is basically going to be a sandbox type experience. Everything is laid out the same way every time. You have a variety of tools you can use to move horizontally and vertically, including elevators, ramps, and a thing I've labeled "the lacrosse stick". There are pickups to increase your speed. The basics are set up. Now I just need to add enough polish to make it shiny.
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I have finished the main loop and the generated maps are really playable with minor flaws.

However the game is lacking features right now, I will work on adding map features such as powerups or debuffs to make the gameplay more dynamic.
Plus theres no audio yet (no need to worry on the mute button) I hope I got time to add some simple sounds and maybe a short soundtrack.
Also theres no more "escape" thing going on, just pick as many coins as you can in the 60-sec timeframe. so I should think of another title.
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**Nicecoolguy0's Progress Update #3 21/06/2020**
Well since my last progress update, I've done a fair bit. I added a few simple upgrades to make the game more replayable, made a few textures for environmental objects, added some sounds(along with a mute button ofc) and simple VFX to improve game feedback and feel, some simple instructions and added a point multiplier to encourage better play. Despite my best efforts, my game still looks garbage, but that's how it usually turns out haha. With the remaining time, I'll probably try to improve the environment a bit more, maybe make the enemies more interesting and possibly add a few powerups if I get the time. I'm not too happy with my entry this time around but considering it was my first 3D game made with the constraints of a game jam it could have also gone a lot worse. I just wish I could have fleshed out a more interesting idea.
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Ended up using some of my time...unwisely. But back to work now! Almost done, just need to finalize some changes and balance the game a fair bit.
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**goldenPiGames's "60 Second Solar System Survival" Progress Update #3 2020-06-21**
Play: https://goldenpigames.github.io/60SSSS/
Code: https://github.com/goldenPiGames/60SSSS
Run (arrow keys, D-pad, or left analog stick) and jump (A) around a clock-planet. Survive for 60 seconds to win and continue, get hit three times or let the Death Hand catch up to you and you have to try again.
There are two planets: one where you have to outrun the Death Hand, and one where you have to dodge meteors.
Accomplished since last update:
* Transition between planets.
I think I'm ending development here. Trying to write my new engine from scratch while also designing the levels and their assets is just too much while I'm busy with other things. I'll still be submitting and voting anyway.
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A playable version is now up in **[itch.io](https://svartskogen.itch.io/city-rush)**, however I will be adding some things on the go while I got time, feel free to cheek it out!
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Looks like I'm not the only one who wrapped up a day early! I've uploaded my game, and everything looks to be in order, but I probably won't hit publish till tomorrow. Wanna sleep on it and look at it fresh and see if things still make sense. I'm actually very happy with how things turned out, I got everything that I wanted to done, and all of the pieces fell into place quite nicely. The only "issues" the game might have, might be that it's too hard to figure out, or that some of the physics movement can get stuck on walls, since I sort of backed myself into a corner (pun not intended) with some of that. Still, I hope that people will be able to complete the game somewhere between 4-7 runs though (4-7 minutes since that's how long each run has to be!). My fastest "completition time" has been about 53 seconds, so hopefully there's enough leeway from getting caught on a wall to recover for that run.
Glad to see a lot of people active this GiTD!
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The game is done. I have one more day for things I thought I couldn't put in and figuring out how to build the final files.
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Link: https://hiryujupiter.itch.io/ghostpainter
The game is a casual painting game, the goal is to paint the monsters you encounter one by one, each in under 60s. Just enjoy the chill music and have fun with it.
(I'm putting it on Itch.io for now, going to work on it a bit more before putting it here on Kongregate.)
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Well, here's my game: https://www.kongregate.com/games/Nicecoolguy0/60-second-shop
I've altered the enemy AI slightly so each one behaves in a slightly different and unique way but I'm not sure it's big enough to be noticeable. Overall, I haven't been very happy with my entry this month. I couldn't really settle on an idea and it's resulted in my final game being somewhat bland and uninspired. Because of that, I was not really interested in the game myself and didn't really want to work on it which is probably why it hasn't turned out that great. It could also have had something to do with all the new games I have to play as a result of my birthday being just a week ago haha. Despite that, I'm happy to be entering GiTD again and I'm glad I at least produced something. I'm looking forward to playing everyone else's games soon!
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Just hit publish, hope you all like it! https://www.kongregate.com/games/say892/there-is-a-bomb
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Right now I'm building a small patch adding a new element to the map generation: slow patches.
Those might make the gameplay more dinamic than just going straight to the coins.
Overall the game doesnt have difficulty, the maps are the same size BUT I can easily change that with the map generation parameters.
For now I think I'll leave the game as is, its working great but lacks features. I can easily implement different maps (bigger, smaller, more roads, less) as different levels, plus different vehicles and more map objects just like those road patches.
Im really proud of the map generation code, the files responsible of that span a whooping 500 lines of code, but its really readable and clean (at least for myself).
So I will be working a little more on it post-jam and surely publish it here on Kong when I added some more features.
For now, I think its okay to leave it as is, only 4 hours left on the clock to fix things and let see how it performs in the contest!
[Game link again so nutter can link it later in the submissions post](https://svartskogen.itch.io/city-rush)
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Well, I'm done too, so this will also be my final update. Had some trouble in the end with some game mechanics (namely the teleporter and showing players the cooldowns), but I found some hacky ways to resolved them. Uploaded to Kong so I'm officially done.
https://www.kongregate.com/games/enzeeProd/pongball
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[Zero to Sky-High in Sixty Seconds](https://www.kongregate.com/games/senshisun/zero-to-sky-high-in-sixty-seconds) is now published! How high can you go?
I'm interested to see how other people will do with this game. There are some tricks that aren't so obvious.
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